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Camera Feed as a RealityKit Texture
Hello, I'm developing a RealityKit based app. As part of this, I would like to have a material applied to 3d objects which is essentially contains a texture which is the live camera feed from the arsession. I have the code below which does apply a texture of the camera feed to the box but it essentially only shows the camera snapshot at the time the app loads and doesn't update continuously. I think the issue might be that there is some issue with how the delegate is setup and captureOutput is only called when the app loads instead of every frame. Open to any other approach or insight that gets the job done. Thank you for the help! class CameraTextureViewController: UIViewController { var arView: ARView! var captureSession: AVCaptureSession! var videoOutput: AVCaptureVideoDataOutput! var material: UnlitMaterial? var displayLink: CADisplayLink? var currentPixelBuffer: CVPixelBuffer? var device: MTLDevice! var commandQueue: MTLCommandQueue! var context: CIContext! var textureCache: CVMetalTextureCache! override func viewDidLoad() { super.viewDidLoad() setupARView() setupCaptureSession() setupMetal() setupDisplayLink() } func setupARView() { arView = ARView(frame: view.bounds) arView.autoresizingMask = [.flexibleWidth, .flexibleHeight] view.addSubview(arView) let configuration = ARWorldTrackingConfiguration() configuration.planeDetection = [.horizontal, .vertical] arView.session.run(configuration) arView.session.delegate = self } func setupCaptureSession() { captureSession = AVCaptureSession() captureSession.beginConfiguration() guard let videoDevice = AVCaptureDevice.default(.builtInWideAngleCamera, for: .video, position: .back), let videoDeviceInput = try? AVCaptureDeviceInput(device: videoDevice), captureSession.canAddInput(videoDeviceInput) else { return } captureSession.addInput(videoDeviceInput) videoOutput = AVCaptureVideoDataOutput() videoOutput.setSampleBufferDelegate(self, queue: DispatchQueue(label: "cameraQueue")) videoOutput.videoSettings = [kCVPixelBufferPixelFormatTypeKey as String: kCVPixelFormatType_32BGRA] guard captureSession.canAddOutput(videoOutput) else { return } captureSession.addOutput(videoOutput) captureSession.commitConfiguration() DispatchQueue.global(qos: .userInitiated).async { [weak self] in self?.captureSession.startRunning() } } func setupMetal() { device = MTLCreateSystemDefaultDevice() commandQueue = device.makeCommandQueue() context = CIContext(mtlDevice: device) CVMetalTextureCacheCreate(nil, nil, device, nil, &textureCache) } func setupDisplayLink() { displayLink = CADisplayLink(target: self, selector: #selector(updateFrame)) displayLink?.preferredFrameRateRange = CAFrameRateRange(minimum: 60, maximum: 60, preferred: 60) displayLink?.add(to: .main, forMode: .default) } @objc func updateFrame() { guard let pixelBuffer = currentPixelBuffer else { return } updateMaterial(with: pixelBuffer) } func updateMaterial(with pixelBuffer: CVPixelBuffer) { let ciImage = CIImage(cvPixelBuffer: pixelBuffer) var tempPixelBuffer: CVPixelBuffer? let attrs = [ kCVPixelBufferCGImageCompatibilityKey: kCFBooleanTrue, kCVPixelBufferCGBitmapContextCompatibilityKey: kCFBooleanTrue, kCVPixelBufferMetalCompatibilityKey: kCFBooleanTrue ] as CFDictionary CVPixelBufferCreate(kCFAllocatorDefault, CVPixelBufferGetWidth(pixelBuffer), CVPixelBufferGetHeight(pixelBuffer), kCVPixelFormatType_32BGRA, attrs, &tempPixelBuffer) guard let tempPixelBuffer = tempPixelBuffer else { return } context.render(ciImage, to: tempPixelBuffer) var textureRef: CVMetalTexture? let width = CVPixelBufferGetWidth(tempPixelBuffer) let height = CVPixelBufferGetHeight(tempPixelBuffer) CVMetalTextureCacheCreateTextureFromImage(kCFAllocatorDefault, textureCache, tempPixelBuffer, nil, .bgra8Unorm, width, height, 0, &textureRef) guard let metalTexture = CVMetalTextureGetTexture(textureRef!) else { return } let ciImageFromTexture = CIImage(mtlTexture: metalTexture, options: nil)! guard let cgImage = context.createCGImage(ciImageFromTexture, from: ciImageFromTexture.extent) else { return } guard let textureResource = try? TextureResource.generate(from: cgImage, options: .init(semantic: .color)) else { return } if material == nil { material = UnlitMaterial() } material?.baseColor = .texture(textureResource) guard let modelEntity = arView.scene.anchors.first?.children.first as? ModelEntity else { let mesh = MeshResource.generateBox(size: 0.2) let modelEntity = ModelEntity(mesh: mesh, materials: [material!]) let anchor = AnchorEntity(world: [0, 0, -0.5]) anchor.addChild(modelEntity) arView.scene.anchors.append(anchor) return } modelEntity.model?.materials = [material!] } } extension CameraTextureViewController: AVCaptureVideoDataOutputSampleBufferDelegate { func captureOutput(_ output: AVCaptureOutput, didOutput sampleBuffer: CMSampleBuffer, from connection: AVCaptureConnection) { guard let pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer) else { return } currentPixelBuffer = pixelBuffer } } extension CameraTextureViewController: ARSessionDelegate { func session(_ session: ARSession, didUpdate frame: ARFrame) { // Handle AR frame updates if necessary } }
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506
Jul ’24
Enable Metal Performance HUD on iPhone & iPad?
I am trying to work out how to enable the Metal HUD on iOS for App Store games? I am aware you can go into Developer settings and enable it… but it only appears for some games like HADES or TestFlight apps. I know the HUD appears for sideloaded games too. With sideloadly, I’ve sideloaded GRID Autosport and Myst - per screenshots. But it’s a very time consuming process, on demand resources usually don’t download… and I’m not sure if its legal. I tried using Xcode and Attach to Process for a game like Resident Evil 7 or just anything… but it doesn’t work. I’ve tried restoring a backup and editing the .GlobalPreferences.plist and info.plist file with “MetalForceHudEnabled Boolean Yes”, in a new row… but nothing. any ideas?
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2.1k
Jul ’24
GKMatchmaker suddenly not able to connect to players
In the last several days I've gotten reports from customers saying that Game Center suddenly cannot connect to players. I was able to verify this myself. It will find players to match, but then during the Connecting process it just sits there indefinitely with a spinning thing. Up until maybe 4 days ago this had worked fine for the last 12+ years, so something on the Game Center server broke. Is anyone else experiencing the same problem?
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688
Jul ’24
Open Leaderboard using Apple Unity Plugin GameKit
This may be a bit dumb but I've really been having trouble with understanding the documentation for Apple's Unity Plugins. I wanted to implement Game Center functionality on my game. So far the only line of code I've managed to get working is the authentication, in which I did async void Start() { await Login(); } public async Task Login() { if (!GKLocalPlayer.Local.IsAuthenticated) { var player = await GKLocalPlayer.Authenticate(); var localPlayer = GKLocalPlayer.Local; ] } However, I'm at a complete loss as to how to open leaderboards. I followed the documentation given: void OpenLeaderboard() { var allLeaderboards = await GKLeaderboard.LoadLeaderboards(); var filteredLeaderboards = await GKLeaderboard.LoadLeaderboards("leaderboardIwant1"); } But it did not work. What did I do wrong? Am I missing a function to get it to work? Why can't Apple write proper documentation to properly implement this in a simple way? My apologies for my frustration. Up until now I've used another plugin from the Unity Asset Store which is shockingly easy to use, but I decided to attempt to use Apple's system because the plugin I had used deprecated functions and I was afraid the App Store would not approve it. But Apple's own plugins are stunningly opaque and hard to test. As additional questions (but not the main ones), I'm also completely at a loss how to submit scores or load specific leaderboards and Apple's documentation does nothing to help there either. Any help or thoughts are appreciated. Thanks.
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945
Jul ’24
How to add a sort of engraving type of text to a mesh in SceneKit?
i'm trying to figure out how to basically engrave some text into this ellipsoid mesh. so far the only thing i've learned that can sort of come close to what im looking for is SCNText but it floats above the ellipsoid and doesnt conform to the angular shape. let allocator = MTKMeshBufferAllocator(device: MTLCreateSystemDefaultDevice()!) let disc = MDLMesh.newEllipsoid( withRadii: vector_float3(Float(discDiameter/2), Float(discDiameter/2), Float(discThickness/2)), radialSegments: 64, verticalSegments: 64, geometryType: .triangles, inwardNormals: false, hemisphere: false, allocator: allocator ) let discGeometry = SCNGeometry(mdlMesh: disc) let material = createIridescentMaterial() discGeometry.materials = [material]
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963
Jul ’24
Failing to draw a window correctly using SceneKit
HI guys, I'm integrating the RoomPlan framework into my app. I'm able to scan a room and extract the nodes from the CaptureStructure object. So far, I can rebuild the 3D object in the SceneView, but I can't render the openings and the windows correctly. I'm struggling to add these two objects correctly in the wall, in order to make the wall transparent where they are supposed to be. If I export the CaptureStructure into a usda file and then I load it directly in the SceneView, all the doors, windows and openings are correctly rendered, therefore I do believe that I'm doing something wrong. Could you please tell me what I'm doing wrong? I added here a screenshot of my problem: I have also a prototype, which you can run and see the problem I'm talking about: https://github.com/renanstig/3d-scenekit-prototype
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840
Jul ’24
USD animation support in RealityKit vs. macOS Preview
This question is about USD animations playing correctly in macOS Preview but not with RealityKit on visionOS. I have a USD file created with 3D Studio Max that contains mesh-based smoke animation: https://drive.google.com/file/d/1L7Jophgvw0u0USSv-_0fPGuCuJtapmzo/view (5.6 MB) Apple's macOS 14.5 Preview app is able to play the animation correctly: However, when a visionOS app uses RealityKit to load that same USD file in visionOS 2.0 beta 4, built with 16.0 beta 3 (16A5202i), and Entity/playAnimation is called, the animation does not play as expected: This same app is able to successfully play animation of a hierarchy of solid objects read from a different USD file. When I inspect the RealityKit entities loaded from the USD file, the ground plane entity is a ModelEntity, as expected, but the smoke entity type is Entity, with no associated geometry. Why is it that macOS Preview can play the animation in the file, but RealityKit cannot? Thank you for considering this question.
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964
Jul ’24
How do I set the *static* position of a `SKSpriteNode` so that it tilts toward the `UIBezierPath` as if it were following this Path?
How do I set the static position of a SKSpriteNode so that it tilts toward the UIBezierPath as if it were following this Path? When I first start my App, these Nodes are all aligned in a straight line When I call: var trainAction = SKAction.follow(trainPath.cgPath, asOffset: false, orientToPath: true, speed: thisSpeed) for moving the train, the train + each car will orient its tilt to hug the trainPath. But I want the identical tilt to hug the trainPath for its initial static presentation. How do I do that?
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808
Aug ’24
Does iPhone X support quad_sum operation?
I use quad_sum to optimize the lighting grid and shadow filter performance. Based on Metal Feature Set Tables, Apple Family 4 should support quad group operations like quad_sum and quad_max. However, on the iPhone X and iPhone 8, during creating pipeline states, we have the following error output: Encountered unlowered function call to air.quad_sum.f32. It works perfectly for iPhone 11 and higher versions. Should I improve my feature-checking logic from Apple Family 4 to Apple Family 5, or do I have other options to fix this unexpected behavior?
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672
Aug ’24
Display number of players online for online matchmaking(GameKit)?
Hello, has anyone been able to implement in their game a way to display the number of players currently online in their game?. I thought up of this feature and thought it will be useful for players to find out if there is anyone currently online so that they don't waste their time trying to find a random online match. Any help will be greatly appreciated. Kind regards, Jabir Abdi
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695
Aug ’24
Reality Kit - Occlusion
Hi, I have a question, is it possible to create an occlusion material that hide only specific entities. For example I would. like to create a mask that hides the an cube entity which is in front of another sphere entity and would like to be able to see the sphere but not the cube trough occlusion.
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1k
Aug ’24
GameKit Access Point causes camera background image in ARKit to be black in iOS 18 beta only
I have an AR game using ARKit with SceneKit that works just fine in iOS 17. In the iOS 18 betas, the AR background image shows black instead of showing the real world. As a result there's no tracking and obviously the whole game is useless. I narrowed down the issue to showing the Game Center Access Point. My app has ViewController 1 (VC1) showing the main menu and that's where I want to show the GC Access Point. From there you open VC2 which shows a list of levels. Selecting any level will open VC3 which has the ARScene. Following is the code I use to start Game Center in VC1: GKLocalPlayer.local.authenticateHandler = { gcAuthVC, error in let isGameCenterReady = (gcAuthVC == nil) && (error == nil) if let viewController = gcAuthVC { self.present (viewController, animated: true, completion: nil) } if error != nil { print(error?.localizedDescription ?? "") } if isGameCenterReady { GKAccessPoint.shared.location = .topLeading GKAccessPoint.shared.showHighlights = true GKAccessPoint.shared.isActive = true } } When switching to VC2 I run GKAccessPoint.shared.isActive = false so that the Access Point will no longer show in any of the following VCs. I tried running it in VC1, VC2, and again in VC3 - it doesn't change anything. Once I reach VC3, the background is black. If in VC1 I don't run GKAccessPoint.shared.isActive = true, so I don't activate the access point, the behavior is as follows: If I wait until after the Game Center login animation completes and closes on its own and then I proceed to VC2 and VC3, the camera image will show correctly If I quickly move to VC2 before the Game Center login animation has completed, so my code will close it by setting active = false, and then I continue to VC3, I will see the black background problem. So it does look like activating the access point and then de-activating it causes the issue. BTW, if I activate the access point and leave it on in all VCs, the same black background issue persists. Other than that, when I'm in VC3 with the black background and I switch to another app (so my game moves to the background), when it returns to the foreground, the camera suddenly shows the real world correctly! I tried to manually reset the AR session by pausing and restarting it, but that didn't change anything. Also, when I check with the debugger, it looks like when the app comes back to the foreground it also doesn't run the session start code. But something does seem to reset itself so I wonder what that is. Maybe I could trigger the same manually in my cdoe??? I repeat that everything works just fine in iOS 17 and below. This problem only started with the iOS 18 beta (currently on beta 5, but it started in some of the previous betas as well). So could this be a bug in iOS 18? As a workaround I could check the iOS version and if it's iOS18 not activate the access point, hoping that the user will not jump to VC2 too quickly, and show my own button which will open Game Center. But I'd rather give the users the full experience with their own avatar and the highlights showing up. Plus, certainly some users will move quickly to VC2 and that will be an awful experience. Any help would be greatly appreciated. Thanks!
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978
Aug ’24
CADisplayLink wrongly capping at 90hz on iPhone 15 Pro
I have a game for iOS where I use CADisplayLink to animate a simulation, and for some reason the animation is not getting the full 120hz on capable devices (like iPhone 15 Pro). When I enable a 120hz refresh target, the animation is capped at only 90hz. This looks terrible because the animation works best when doubled (30, 60, 120, 240, etc). The really bizarre thing is that when I turn on Screen Recording, my frame rate instantly jumps to 120, and everything looks perfectly smooth. My game has never looked better on iPhone! When recording is stopped, the animation drops back down to 90 fps. What in the world is going on? [displayLink setPreferredFrameRateRange:CAFrameRateRangeMake(100,240,120)]; //Min. Max, Preferred [displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; (Also, CADisableMinimumFrameDurationOnPhone is set to True in info.plist)
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906
Aug ’24
Setting CAMetalLayer's displaySyncEnabled to FALSE will cause load on InterruptEventSourceBridge thread in kernel_task
I have a test application that draws a large number of simple textured polygons (sprites). Setting CAMetalLayer's displaySyncEnabled to FALSE will cause load on InterruptEventSourceBridge thread in kernel_task. In this case, nanosleep() is used to adjust the amount of METAL commands per unit time so that they are approximately the same. This appears to be a drawing-related thread, but there is no overhead when displaySyncEnabled is TRUE. What are these differences? A specific application is the SDL test program, SDL/test/testsprite.c. https://github.com/libsdl-org/SDL/issues/10475
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399
Aug ’24
Setting CAMetalLayer's displaySyncEnabled to FALSE will cause load on InterruptEventSourceBridge thread in kernel_task
I have a test application that draws a large number of simple textured polygons (sprites). Setting CAMetalLayer's displaySyncEnabled to FALSE will cause load on InterruptEventSourceBridge thread in kernel_task. (In this case, nanosleep is used to adjust the amount of METAL commands per unit time so that they are approximately the same) This appears to be a drawing-related thread, but there is no overhead when displaySyncEnabled is TRUE. What are these differences? A specific application is the SDL test program, SDL/test/testsprite.c. https://github.com/libsdl-org/SDL/issues/10475
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497
Aug ’24
Best way to navigate multiple game screens
Good morning everyone, I'm building a simple game (my first game) using SwiftUI and SpriteKit that contains multiple views. I'm writing my game based on a main scene loaded into the GameView using a SpriteView. From there, using buttons, I move from one scene to another using self.scene?.view?.presentScene(...) and also with some cool transitions (.crossFade(withDuration: 0.5))). But I'm not sure if this is the best approach. I would need some guidance because I cannot find any material discussing the best way to create a proper navigation with SpriteKit. Do you have an updated article, tutorial, or reference that I can follow to learn about the best way to implement navigation in a SpriteKit game? What I'm doing right now is working, but I have limitations, for example, if I want to mix SwiftUI views and SpriteKit scenes. I want to add a Credits scene with some text and images that I want to do in SwiftUI and a Statistic scene with some cool graphics to show the players, but I don't know if I can navigate from an SKScene into a View, or if I need a completely different approach. Can I add UI components directly in a SpriteKit scene instead of using a different navigation system and full SwiftUI views? I really appreciate any help you can provide. As you can see, I'm a little bit lost 😅 Thanks a lot in advance 🙏
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747
Aug ’24